Development Cycle Archive

Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.

Aakhperkare
Tue Feb 03, 2004 5:08 pm
#118






Thunderheart wrote:







Gravez wrote:
So how do you lose Rebel or Imp faction inPVP when you die if the game can't tell the difference between PVE and PVP death?




Its a faction subtraction. You suffer the same faction loss regardless of what kills you (MOBs have faction as well.)


Dont think of the system process death, the challenge is in measuring what kills you - - a laser blast is a laser blast and a slash from a blade is a slash from a blade.







I don't recall losing faction when an NPC kills me...
AllSixteenHalos
Tue Feb 03, 2004 5:08 pm
#119

hey th, just wanted to say i'm sorry for the ignorant people on the boards who assume they know how the internals of a massive mulitplayer game work.


i'll bring out the firehose to hold them back. they're all just mad about the 1% thing. Hopefully you can get the DEVS to try working on it. I for one see this as a REALLY big thing to change and it'll get more people into PVP. I for one cannot afford PVP...







---------
Akarqa Reborn
Back for a little while I guess
Cakins7005
Tue Feb 03, 2004 5:12 pm
#120

This is the worst news I have heard in weeks. What's next? Soon the devs will be pushing for all players to permadie after 5 deaths?



Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
TechnoHic
Tue Feb 03, 2004 5:13 pm
#121

TH, why make it decay at all if insured? Im sure youve been asked this several times but to keep weaponsmiths and tailors in business you could just have clothing wear out from fighting and weaponsmiths could stay in business if you made it easier for them to craft HWs and made them more useable. The chore of factory runs for rocket launchers I hear are rediculous and I know that I dont want to use them on anything due to price (that WSs understandably charge) per shot)


I got a WS friend that I bought grenades (also could be more useable to increase business) from all the time for combat XP. I kept her in business big time and now she is always real nice to me when I come pester her for special orders so you increas player relations as well.





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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
Krayvex
Tue Feb 03, 2004 5:13 pm
#122

TH isn't completely wrong about losing faction when you get killed. I don'tknow for sure if it's still in the game, but I do remember losing faction when i got killed by a rebel npc.


I can't remember what stage of the game it was though. Could have even been beta.


anyway, that post of his didn't have much to do with the thread but it wasa nice attempt at a subject change.





Slaag Lazerbait


Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



FallOut1214
Tue Feb 03, 2004 5:14 pm
#123

We obviously need to get more Imperials in here to **edit** about this, seeing as how they were so successful in having the Crackdown changed to be completely meaningless to them as long as they're willing to grind out or buy a few thousand FP.



__________________________________________________
Rayvik Garrison

Thank God for WoW.
Jinxx0r
Tue Feb 03, 2004 5:14 pm
#124

Well... PvP will still suck. You left in the thing that is making most people avoid it. When I used to PvP I'd get killed multiple times in an hour during a large battle. With the current system, the penalty is too high, so nobody does this anymore.

It's not worth it.

You've basically did nothing to help people get into PvP. The penalty is too stiff. Until you guys realize this and change it, it will continue to suck.



"I mastered 23 professions and all I got was this lousy force slot..."

Dark Jedi in training...
Aakhperkare
Tue Feb 03, 2004 5:15 pm
#125






AllSixteenHalos wrote:

hey th, just wanted to say i'm sorry for the ignorant people on the boards who assume they know how the internals of a massive mulitplayer game work.


i'll bring out the firehose to hold them back. they're all just mad about the 1% thing. Hopefully you can get the DEVS to try working on it. I for one see this as a REALLY big thing to change and it'll get more people into PVP. I for one cannot afford PVP...









Ok, check it out. My problem is that TH said, a month ago, it was being removed. He didn't say maybe, he didn't say we're looking into it, he made a statement of fact.


Now all of a sudden it's not possible. Sorry, but I don't buy it anddon't appreciate the lie...


N4R4Y4
Tue Feb 03, 2004 5:15 pm
#126

Simple 3-step fix:



  1. Remove all decay penalties upon death. There is no logic in this.

  2. Implement USE DECAY for armor and clothing similar to how weapons decay, but faster. Do it faster because damage goes through armor & clothing, not the weapon.

  3. Remove the entire concept of "insurance" from the game. There is no immersion or necessity for the existance of "insurance".



!!!
DMJedi
Tue Feb 03, 2004 5:17 pm
#127

If the system can't tell what kills you how can it tell when it's suppose to save your insurance ?? Since the change that went in is the fact that a PvP death will no longer use up your insurance on your items. I am assuming that a PvE death will still use up your insurance and you will have to do reinsure. So how does the system track that ? Why can't the same system just use that ability to avoid insurance costs totally ?



It seems to me that if the system can detect when you are not suppose to lose insurance on equipment due to certain deaths then it can detect when you are suppose to not lose insurance at all.



Looks like to me that someone dropped the ball in the Devs court and TH is having to cover it up.....hmmm





Jredbrook
Tue Feb 03, 2004 5:18 pm
#128

you might wanna know what the game can do before you promise stuff jack a s s
AvaLance
Tue Feb 03, 2004 5:18 pm
#129

Well, I guess the devs all had the same typo. Multiple times. Allow me to cite the Test Center update notes:



  • PvP Death Penalty reduction: PvP deaths will no longer suffer 1% decay if items are insured after the player's death.




  • This is authentic. Don't believe me? Log on Test yourself. Explain, discuss, elaborate.

    AvaLance
    Tue Feb 03, 2004 5:19 pm
    #130

    Cited directly from the Test Center patch notes:



  • PvP Death Penalty reduction: PvP deaths will no longer suffer 1% decay if items are insured after the player's death.

  • Whoa. Amazing. Two typos on the same subject. Explain, discuss, elaborate.


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